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Hundreds (video game)

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that estimate and joined the project himself in that time. Wohlwend and Saltsman extended the game's mechanics with new circles and puzzles, but their results were clunky. Saltsman recalled wanting to add atop the game's "basic building blocks", which took them off-track after a few months and took a few additional months to recover. Wohlwend wanted to make the game easier than the Flash version and so proposed ten new circles that were not adopted. However, he was happy with the final result and credited the game's "emergent interaction" qualities to Saltsman. They built on each other's level designs, though Wohlwend said that Saltsman made "basically all the levels". The new team enjoyed working with each other.
220: 229: 380: 34: 337:. He developed the game from an idea he had while staring at a ceiling, where he imagined a circle growing without overlapping another when growing. He found this to be a good core game concept and based the game around "patience and persistence". The game's style inadvertently borrowed from his first year in art school, where Wohlwend composed in black, white, and red so as to focus on composition rather than color. The Flash version was released in 2010 and is available online at 795:
opportunity some puzzles and could finish others with a single trick. Ryckert also found the final puzzles too aggravating, especially the ones with invisible elements. Campbell appreciated the variety of puzzles from "twitch" to "slow and thoughtful" to, her favorite, the "cerebral" puzzles that required specific tricks as well as the ability to skip puzzles. She also found the last level nigh impossible. Multiple reviewers felt that the cipher puzzles were out of place, and
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The core differences between the Flash and iOS versions are a new endless mode and a narrative element based on ciphers and codes. The latter feature spiraled from email conversations between Wohlwend and Saltsman about a "really obtuse and weird" subgame that functioned as a story. Wohlwend credited
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said it was easy to ignore them as what felt like an "utterly distinct" game. Bogost thought that the hidden ciphers were the "surest clue" of its status as "a design object and not a consumable media experience". Slater wrote that the ciphers felt forced and unexciting, and was disappointed overall
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commented that the "arcane codes" and puzzles with prescribed solutions made the game's pacing "unusual" when compared to the other puzzles designed to be completed leisurely. Slater too felt the pacing was "swift but uninspiring", and Whitehead called its rhythm "weird" as he waited for the right
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collaboration, especially as the company lacked the funds to work on a new game from scratch. They began to work towards an iOS release. Saltsman expected Wohlwend to work with Johnson to finish the game in a few months by adding new "circle types" and designing 100 discrete puzzles, but extended
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are completed when the numbers within the circles total 100. There are 100 levels that progress in complexity from a simple circle with no nearby obstructions to the advanced mechanics, such as linked circles that need to be touched at once, buzzsaws that reset the numbers within the circles, and
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thought the game to be "an astoundingly harmonious mix of art and design" and said its "simple premise" is "perfectly suited for a multitouch screen". The magazine noted that the game occasionally becomes one of patience and not skill due to the degree of entropy in each level. Ryckert noted
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as one of the better examples of games that successfully "embraced the simplicity of touch control", such that translation to traditional controller would be "virtually impossible". He appreciated the way the game slowly introduced the new circle types, though he did not like how his hand
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occasionally obscured the screen. (For this reason, reviewers preferred the iPad version for its larger screen.) Multiple reviewers liked how the game continually renewed itself with the slow introduction of new game elements, though Harry Slater of
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I imagined growing a circle as large as possible without having them touch whilst growing. The victory/death case was so intrinsically linked I could play it in my head and feel how much patience it would take in certain cases.
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Players touch circles onscreen to make them grow in size. Numbers within the circles count upwards with the duration of the touch. If a growing circle overlaps another, the player must restart the puzzle.
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in 2010 as indie game artist Wohlwend's first self-developed game. The game idea came from staring at the ceiling, and Wohlwend applied a grayscale color palette from his first year in art school. When
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in a weekend before notifying Wohlwend. At the time, Wohlwend did not have an iOS device to test the port, and had to purchase an iPad. Johnson's iPad version spurred Wohlwend to consider how
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wrote that its red, gray, and black graphics were "striking" albeit not flashy, and that the game was interesting "visually, aurally, and mechanically". In a piece for
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in consideration of "the incredible talent involved". Whitehead called the puzzles "deftly constructed" and said the game "delights more than it frustrates".
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his code, partly with the intent to spur "non-coders" to try coding, as he had. At the time, Semi Secret Software was in a lull between projects.
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had cultural cachet "unprecedented" in the medium of video games and similar to that of other design objects—that the game was closer to
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and other methods. The endless mode unlocks when the 100 puzzles are complete, and features a series of randomly generated levels.
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described the core gameplay as "one-note" and criticized its lack of addictive loops that keep players interested. Mike Rose of
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2012. Reviewers praised its minimalist design aesthetic and puzzle variety, and criticized its obtuse cryptography subgame.
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The game has no pause feature or motion controls, and there is no formal tutorial. Hidden between the puzzles are a few
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and "reannounced" later that year following changes in its presentation. It was released on January 7, 2013 for
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s Dan Whitehead said the game was "basically interactive porn for graphic designers". Nissa Campbell of
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The iOS version received "generally favorable" reviews, according to video game review score aggregator
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Though Wohlwend describes his interest in "simple and elegant" game design as permeating his works,
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wrote that its game, visual, and interaction design "embodied an elegant minimalism" akin to the
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The game received "generally favorable" reviews, according to video game review score aggregator
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would work with multitouch and cooperative play, and Semi Secret's Adam Saltsman to consider a
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wrote that the game functioned like a design object, a feat unique for the video game medium.
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s Stuart Dredge found the game's minimalism "stylish" and its gameplay "genuinely hypnotic".
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minimalism was also functional due to his inexperience with programming. The code was "
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where players touch circles to make them grow without overlapping. In the game's 100
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and iPad, and on June 28 for Android. It was later added to the November 2013
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Programmer Eric Johnson of Semi Secret found the open source version and
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called it "handsomely austere", "modish", and "elegant". Dan Ryckert of
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distinguished itself among iOS puzzle games in its style and design.
460: 296: 963:"Hundreds review: a stylish iOS puzzler from the makers of Canabalt" 741: 183:, which began a collaboration between Wohlwend and the company's 2069: 408: 180: 2073: 1672:"Here are your winners of the 2012 Independent Games Festival" 342: 152: 69: 1308:"Android Humble Bundle adds Desert Bus, Hundreds and Spider" 2042: 1635:"Mobile review round-up: 'Hundreds', 'RAD Soldiers', more" 1935:"The Sin of Greed Is Your Saw-Blade Downfall in Hundreds" 1275:"Semi Secret's 'Hundreds' Re-announced, Sees Some Tweaks" 2252:
Commercial video games with freely available source code
1191: 1189: 1187: 1185: 1183: 1181: 1179: 1177: 1175: 1173: 1142:"Betting on style with Saltsman and Wohlwend's Hundreds" 467:. The composer released a compilation of remixes of the 850: 848: 846: 1595: 1593: 1591: 1589: 844: 842: 840: 838: 836: 834: 832: 830: 828: 826: 2207: 1135: 1133: 1131: 1129: 1127: 1021:"From Flash to Touch: How Hundreds Came to the iPad" 906: 904: 902: 900: 898: 896: 894: 892: 890: 888: 2174: 2107: 1390: 1388: 1386: 1384: 1382: 1380: 1378: 1231: 1229: 118: 106: 79: 63: 53: 43: 26: 1096:"Semi Secret Software's Hundreds comes to Android" 1089: 1087: 1085: 367:. When the sites were not interested, he chose to 1820:"'Hundreds' Is the Haute Couture of Video Games" 1860:"So Far, Hundreds Is the 2013 Game of the Year" 913:"'Hundreds' Review - Counting On Only the Best" 302: 2085: 1341: 1339: 956: 954: 952: 950: 948: 946: 944: 942: 940: 682:Reviewers noted the game's unadorned nature. 256:—incomprehensible text to be decoded through 8: 1991:. Vol. 20, no. 5. pp. 34–39. 512: 1810: 1808: 1806: 1804: 790:variety of puzzles and endgame difficulty. 2282:Video games developed in the United States 2092: 2078: 2070: 511: 486: 187:, who became the primary puzzle designer. 32: 23: 1347:"Hundreds Critic Reviews for iPhone/iPad" 1928: 1926: 1777:"30 best iPhone and iPad apps this week" 1306:McWhertor, Michael (November 26, 2013). 1014: 2214: 1012: 1010: 1008: 1006: 1004: 1002: 1000: 998: 996: 994: 822: 295:, composer Scott Morgan (also known as 1432:Jacono, Alexandre (January 18, 2013). 1236:McWhertor, Michael (October 7, 2012). 1196:McWhertor, Michael (January 3, 2013). 443:Superbrothers: Sword & Sworcery EP 249:snowflakes that freeze other circles. 175:the code. Eric Johnson of Semi Secret 1651:from the original on January 11, 2013 1413:from the original on November 8, 2013 1324:from the original on February 1, 2014 171:sites did not purchase the title, he 7: 2006:from the original on October 8, 2013 1951:from the original on August 17, 2014 1479:from the original on January 5, 2013 1363:from the original on January 8, 2013 1094:McWhertor, Michael (June 28, 2013). 1019:Martin, Garrett (January 22, 2013). 774:compared the game as the inverse of 516: 491: 1876:from the original on April 24, 2014 1858:Totilo, Stephen (January 3, 2013). 1519:Hayward, Andrew (January 7, 2013). 1446:from the original on August 4, 2020 1395:Whitehead, Dan (January 18, 2013). 1273:Nicholson, Brad (October 8, 2012). 1052:Webster, Andrew (January 3, 2013). 1029:. Paste Media Group. Archived from 911:Campbell, Nissa (January 7, 2013). 482: 1908:from the original on June 15, 2014 1836:from the original on July 22, 2014 1789:from the original on July 20, 2014 1775:Dredge, Stuart (January 4, 2013). 1688:from the original on July 14, 2014 1633:Nichols, Scott (January 9, 2013). 1574:from the original on July 28, 2013 1287:from the original on June 28, 2014 1254:from the original on July 15, 2014 1214:from the original on July 14, 2014 1112:from the original on July 14, 2014 1070:from the original on April 1, 2014 925:from the original on April 7, 2014 675:was also an official selection at 14: 1724:from the original on May 13, 2014 1614:from the original on May 29, 2013 1600:Slater, Harry (January 4, 2013). 1158:from the original on May 11, 2014 694:complimented its simplicity, and 2247:Android (operating system) games 2217: 2025: 1933:Rigney, Ryan (January 9, 2013). 855:Ryckert, Dan (January 8, 2013). 455:was first announced at the 2012 387: 378: 227: 218: 1670:Plante, Chris (March 7, 2012). 299:), and developer Eric Johnson. 2053:original source code and notes 1556:Holt, Chris (April 16, 2013). 1465:Cymet, Eli (January 3, 2013). 1140:Rose, Mike (January 4, 2013). 961:Edge staff (January 9, 2013). 1: 1434:"Test : Hundreds (iPad)" 424:Saltsman with the idea of a 162:It was originally built for 155:on January 7, 2013, and on 2303: 2287:Semi Secret Software games 669:Independent Games Festival 666:Game Developers Conference 475:on Bandcamp in June 2013. 457:Game Developers Conference 319:Wohlwend originally built 196:Independent Games Festival 2277:Single-player video games 1508:. April 2013. p. 23. 809:s Ryan Rigney wrote that 783:Multiple reviewers noted 520: 517: 495: 492: 31: 1283:. TouchArcade.com, LLC. 921:. TouchArcade.com, LLC. 1919:(subscription required) 1847:(subscription required) 1467:"Hundreds Review (iOS)" 1397:"Hundreds review (iOS)" 744:or a lobby bar than to 437:Bottomless Belly Button 1980:"Postmortem: Hundreds" 1744:"IndieCade 2012 Games" 732:aesthetic promoted by 465:Humble Mobile Bundle 3 310:—Wohlwend, creator of 307: 147:in collaboration with 2055:on intuitiongames.com 2036:at Wikimedia Commons 1645:Hearst Communications 397:Wohlwend and Saltsman 151:and was released for 1904:. January 15, 2013. 1818:(January 29, 2013). 273:Semi Secret Software 237:Gameplay screenshots 145:Semi Secret Software 1720:. January 7, 2013. 1610:. Steel Media Ltd. 1537:on January 11, 2013 514: 489: 258:substitution cipher 2272:Puzzle video games 2144:Ridiculous Fishing 1901:The New York Times 1830:Emerson Collective 1756:on August 16, 2014 1568:IDG Communications 1506:Next Media Pty Ltd 1498:"Hundreds (iOS)". 487: 2205: 2204: 2030:Media related to 1521:"Hundreds Review" 857:"Hundreds Review" 657: 656: 510: 509: 271:was developed by 159:later that year. 137:puzzle video game 128: 127: 2294: 2242:2013 video games 2222: 2221: 2220: 2213: 2094: 2087: 2080: 2071: 2046: 2045: 2043:Official website 2029: 2015: 2013: 2011: 2005: 1984: 1961: 1960: 1958: 1956: 1930: 1921: 1920: 1917: 1915: 1913: 1892: 1886: 1885: 1883: 1881: 1855: 1849: 1848: 1845: 1843: 1841: 1812: 1799: 1798: 1796: 1794: 1772: 1766: 1765: 1763: 1761: 1752:. Archived from 1740: 1734: 1733: 1731: 1729: 1704: 1698: 1697: 1695: 1693: 1667: 1661: 1660: 1658: 1656: 1630: 1624: 1623: 1621: 1619: 1602:"Hundreds (iOS)" 1597: 1584: 1583: 1581: 1579: 1553: 1547: 1546: 1544: 1542: 1533:. Archived from 1516: 1510: 1509: 1495: 1489: 1488: 1486: 1484: 1462: 1456: 1455: 1453: 1451: 1429: 1423: 1422: 1420: 1418: 1392: 1373: 1372: 1370: 1368: 1343: 1334: 1333: 1331: 1329: 1303: 1297: 1296: 1294: 1292: 1270: 1264: 1263: 1261: 1259: 1233: 1224: 1223: 1221: 1219: 1193: 1168: 1167: 1165: 1163: 1137: 1122: 1121: 1119: 1117: 1091: 1080: 1079: 1077: 1075: 1049: 1043: 1042: 1040: 1038: 1033:on July 14, 2014 1016: 989: 988: 986: 984: 979:on April 7, 2014 975:. Archived from 958: 935: 934: 932: 930: 908: 883: 882: 880: 878: 869:. Archived from 852: 808: 789: 736:. He added that 711: 702: 515: 490: 448: 391: 382: 354: 333:with programmer 315: 231: 222: 36: 24: 2302: 2301: 2297: 2296: 2295: 2293: 2292: 2291: 2232: 2231: 2228: 2218: 2216: 2208: 2206: 2201: 2170: 2103: 2098: 2041: 2040: 2023: 2018: 2009: 2007: 2003: 1982: 1974: 1970: 1968:Further reading 1965: 1964: 1954: 1952: 1932: 1931: 1924: 1918: 1911: 1909: 1894: 1893: 1889: 1879: 1877: 1857: 1856: 1852: 1846: 1839: 1837: 1814: 1813: 1802: 1792: 1790: 1774: 1773: 1769: 1759: 1757: 1742: 1741: 1737: 1727: 1725: 1706: 1705: 1701: 1691: 1689: 1669: 1668: 1664: 1654: 1652: 1632: 1631: 1627: 1617: 1615: 1599: 1598: 1587: 1577: 1575: 1555: 1554: 1550: 1540: 1538: 1518: 1517: 1513: 1497: 1496: 1492: 1482: 1480: 1464: 1463: 1459: 1449: 1447: 1431: 1430: 1426: 1416: 1414: 1394: 1393: 1376: 1366: 1364: 1345: 1344: 1337: 1327: 1325: 1305: 1304: 1300: 1290: 1288: 1272: 1271: 1267: 1257: 1255: 1235: 1234: 1227: 1217: 1215: 1195: 1194: 1171: 1161: 1159: 1139: 1138: 1125: 1115: 1113: 1093: 1092: 1083: 1073: 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Index


Developer(s)
Publisher(s)
Platform(s)
iOS
Android
Genre(s)
Puzzle
Single-player
puzzle video game
levels
Semi Secret Software
Greg Wohlwend
iOS
Android
Adobe Flash
Flash game
open sourced
ported
iPad
Adam Saltsman
Metacritic
Independent Games Festival
IndieCade
Ian Bogost


Levels
ciphers
substitution cipher

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